Shooting game program with aiming based on a plurality of position inputs

ABSTRACT

A computer game program implements a position information obtaining function of obtaining first position information indicating a first position in a game field and second position information indicating a second position in the game field, a position information updating function of respectively updating the first position information and the second position information to move the first position and the second position in response to an operation input by a player, a position identifying function of determining a third position on a first line in accordance with the second position, the first line being a line that passes through the first position and a predetermined fixed position set in the game field, and a direction determining function of determining a direction in which a predetermined game effect is produced in the game field, in accordance with the first position, the second position, and the third position.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority from U.S. patent application Ser. No.15/942,763, filed on Apr. 2, 2018, entitled “SHOOTING GAME PROGRAM WITHAIMING BASED ON A PLURALITY OF POSITION INPUTS,” which claims priorityfrom U.S. patent application Ser. No. 14/834,666, filed on Aug. 25,2015, entitled “SHOOTING GAME PROGRAM WITH AIMING BASED ON A PLURALITYOF POSITION INPUTS,” now U.S. Pat. No. 9,962,616, issued on May 8, 2018,which claims priority from Japanese Patent Application No. 2014-176017,filed on Aug. 29, 2014, the entire contents of which are herebyincorporated by reference.

FIELD

Exemplary embodiments of the disclosure relate generally to a gameprogram for handling the progress of a game.

BACKGROUND

With the spread of personal electronic devices such as smartphones andtablet terminals, more and more games for such electronic devices arebeing developed in addition to games for home video game consoles. Inparticular, shooting games have been a popular genre, and variouslydevised games have been provided. For example, Japanese UnexaminedPatent Application Publication No. 2012-210243 discloses a shooting gamethat enables an unusual move in a battle between first and second movingobjects.

However, most existing shooting games such as the one disclosed byJapanese Unexamined Patent Application Publication No. 2012-210243merely allow a player to change the target position of attack byoperating a moving object and thus do not implement any new operability.That is, existing shooting games are devised merely in terms ofpresentation of the game by using game graphics, with the basicoperability of “shooting games” unchanged. Such devising does not seemoriginal and does not make the games more entertaining.

SUMMARY

Exemplary objects of the present disclosure may be to provide a gameprogram capable of providing players with new operability, and the like.

To address the issues, an exemplary embodiment of the game program maycause a computer to implement a position information obtaining functionwhich may obtain first position information indicating a first positionin a game field and second position information indicating a secondposition in the game field, a position information updating function mayrespectively update the first position information and the secondposition information to move the first position and the second positionin response to an operation input by a player, a position identifyingfunction may determine a third position on a first line in accordancewith the second position, the first line may be a line that passesthrough the first position and a predetermined fixed position set in thegame field, and a direction determining function may determine adirection in which a predetermined game effect may be produced in thegame field, in accordance with the first position, the second position,and the third position.

An exemplary embodiment of the game program may further cause thecomputer to implement an effect producing function which may produce thepredetermined game effect on an object located in the directiondetermined by the direction determining function.

An exemplary embodiment of the game program may further cause thecomputer to implement an attribute associating function which mayassociate attribute information with the first position and attributeinformation with the second position in response to the operation inputby the player, wherein the effect producing function may produce thepredetermined game effect in accordance with a combination of theattribute information associated with the first position and theattribute information associated with the second position.

An exemplary embodiment of the game program may further cause thecomputer to implement a characteristic determining function which maydetermine a correlation between a characteristic set for the object anda characteristic identified by a combination of the attributeinformation associated with the first position and the attributeinformation associated with the second position, wherein the effectproducing function may change the predetermined game effect depending ona determination result obtained by the characteristic determiningfunction.

An exemplary embodiment of the game program may further cause thecomputer to implement a display output function which may output displayinformation for displaying a specified position object that explicitlyindicates at least one of the first position and the second position inaccordance with the corresponding attribute information associated bythe attribute associating function.

In an exemplary embodiment of the game program, the attributeinformation may at least include information indicating for example, ashape, a color, an image, a pattern, or the like, of the specifiedposition object or a combination thereof, and the display outputfunction may output display information for displaying the specifiedposition object in accordance with the information indicating, forexample, a shape, a color, an image, a pattern, or the like, of thespecified position object or a combination thereof included in theattribute information.

In an exemplary embodiment of the game program, the position identifyingfunction may determine, as the third position, a position where thefirst line crosses a second line connecting the second position andanother fixed position different from the predetermined fixed position.

In an exemplary embodiment of the game program, the directiondetermining function may determine, as the direction in which thepredetermined game effect is produced, a direction which may include aline of aim connecting the third position and a position of aim on athird line extending from the predetermined fixed position to the otherfixed position.

In an exemplary embodiment of the game program, the position of aim maybe a position corresponding to a middle point of the third line.

An exemplary embodiment of the game program may further cause thecomputer to implement a figure display output function which may outputfigure information for displaying a figure determined in accordance witha relationship among the first position, the second position, and thethird position.

In an exemplary embodiment of the game program, the figure displayoutput function may increase or decrease the predetermined game effectin accordance with an area of the figure.

In an exemplary embodiment of the game program, a game based on the gameprogram may be, for example, a shooting game, or the like, for attackingan object displayed in the game field, and the predetermined game effectmay be an effect of, for example, attacking the object located in thedirection determined by the direction determining function.

An exemplary embodiment of the game program may further cause thecomputer to implement a bonus giving function, or the like, of giving apredetermined bonus to the player in accordance with a result ofattacking the object.

In an exemplary embodiment of the game program, each of the firstposition and the second position may move in response to a dragoperation by the player.

In an exemplary embodiment of the game program, each of the firstposition and the second position may rotate about a predeterminedposition in accordance with a rotation angle specified by an operationinput by the player.

To address the issues, a method for controlling a computer according toanother exemplary embodiment may include a position informationobtaining step which may obtain first position information indicating afirst position in a game field and second position informationindicating a second position in the game field, a position informationupdating step may respectively update the first position information andthe second position information to move the first position and thesecond position in response to an operation input by a player, aposition identifying step may determine a third position on a first linein accordance with the second position, the first line being a line thatpasses through the first position and a predetermined fixed position setin the game field, and a direction determining step which may determinea direction in which a predetermined game effect is produced in the gamefield, in accordance with the first position, the second position, andthe third position.

To address the issues, a computer according to another exemplaryembodiment may include a position information obtaining unit that mayobtain first position information indicating a first position in a gamefield and second position information indicating a second position inthe game field, a position information updating unit that mayrespectively update the first position information and the secondposition information to move the first position and the second positionin response to an operation input by a player, a position identifyingunit that may determine a third position on a first line in accordancewith the second position, the first line being a line that passesthrough the first position and a predetermined fixed position set in thegame field, and a direction determining unit that may determine adirection in which a predetermined game effect is produced in the gamefield, in accordance with the first position, the second position, andthe third position.

In exemplary embodiments of the game program, the method for controllinga computer, and the computer according to the disclosure, first positioninformation indicating a first position in a game field and secondposition information indicating a second position in the game field maybe obtained. The first position information and the second positioninformation may be respectively updated so that the first position andthe second position move in response to an operation input by a player.A third position may be determined, in accordance with the secondposition, on a first line that passes through the first position and apredetermined fixed position set in the game field. A direction in whicha predetermined game effect is produced may be determined in accordancewith the first position, the second position, and the third position.Accordingly, the game program, the method for controlling a computer,and the computer according to the exemplary embodiments canadvantageously provide players with new operability.

BRIEF DESCRIPTION OF THE DRAWINGS

Exemplary FIG. 1 is a block diagram illustrating an example of aconfiguration of related part of a mobile terminal according to anembodiment.

Exemplary FIG. 2A is a schematic diagram illustrating an example of anoperation method for a game implemented by a game program according toan embodiment, specifically FIG. 2A illustrates a process in which theaim is set in a direction determined based on a plurality of positions.

Exemplary FIG. 2B is a schematic diagram illustrating an example of anoperation method for a game implemented by a game program according toan embodiment, specifically FIG. 2B illustrates a process in which thedirection changes in response to a player moving a specified position tothe right.

Exemplary FIG. 3 is a schematic diagram illustrating a state ofattacking an object that comes flying from the top toward the bottom ofa game field, by firing a bullet in the direction.

Exemplary FIG. 4 is a schematic diagram illustrating an example of agame screen that displays specified position objects at first and secondspecified positions each associated with attribute information.

Exemplary FIG. 5A is a schematic diagram illustrating an example ofpresentation of the game implemented by the game program, specificallyFIG. 5A is a process in which all objects are cleared from the gamefield and the game field is displayed brightly.

Exemplary FIG. 5B is a schematic diagram illustrating an example ofpresentation of the game implemented by the game program, specificallyFIG. 5B is a process in which the game field is filled with objects andis displayed darkly.

Exemplary FIG. 6A is a schematic diagram illustrating an example of adesign-enhanced game screen.

Exemplary FIG. 6B is a schematic diagram illustrating an example of adesign-enhanced game screen.

Exemplary FIG. 7A is a schematic diagram illustrating another example ofthe operation method for the game implemented by the game program,specifically FIG. 7A illustrates a process in which a position moves ona first line in response to long-pressing an input screen with the leftthumb.

Exemplary FIG. 7B is a schematic diagram illustrating another example ofthe operation method for the game implemented by the game program,specifically FIG. 7B illustrates a process in which the position moveson a second line in response to long-pressing the input screen with theright thumb.

Exemplary FIG. 8A is a schematic diagram illustrating yet anotherexample of the operation method for the game implemented by the gameprogram, specifically FIG. 8A illustrates a process in which the firstspecified position and the second specified position rotatecounterclockwise in response to long-pressing the input screen with theleft thumb.

Exemplary FIG. 8B is a schematic diagram illustrating yet anotherexample of the operation method for the game implemented by the gameprogram, specifically FIG. 8B illustrates a process in which the firstspecified position and the second specified position rotate clockwise inresponse to long-pressing the input screen with the right thumb.

Exemplary FIG. 9 is a flowchart illustrating an example of a processperformed by the mobile terminal.

Exemplary FIG. 10 is a schematic diagram illustrating a configuration ofa game system including the mobile terminals and a server apparatusaccording to an embodiment.

DETAILED DESCRIPTION

Firstly, a configuration in which a game program according to theexemplary embodiments may be implemented as a so-called nativeapplication (native game) and may be executed by a mobile terminal whichmay function as a computer will be described with reference to exemplaryFIGS. 1 to 9.

Subsequently, a configuration in which the game program according to theexemplary embodiments may be implemented as a so-called web application(web game) and may be partially or entirely executed by a serverapparatus which may function as the computer according in which theexecution result may be returned to the mobile terminal may be describedwith reference to exemplary FIG. 10.

Referring to FIGS. 1 to 9, exemplary embodiments will be described.

FIGS. 2A and 2B may be schematic diagrams each illustrating an operationmethod for a game implemented by a game program according to theexemplary embodiments. Specifically, FIG. 2A may illustrate a process inwhich the aim may be set in a direction A determined based on aplurality of positions, whereas FIG. 2B may illustrate a process inwhich the direction A changes in response to a player moving a specifiedposition 1 b to the right. For purposes of this disclosure a pluralityof puzzle elements may be any number of puzzle elements as would beunderstood by a person of ordinary skill in the art.

As illustrated in exemplary FIG. 2A, a player may specify two positionsin a game field by touching a touch panel (an input unit 40 describedlater), or the like, of a mobile terminal 100 with their thumbs (orpointing devices such as styluses). At this time, the game program mayobtain coordinate information (position information) 5 b indicating eachof a specified position (first position) 1 a and the specified position(second position) 1 b. The game program may then determine, as aposition (third position) 1 c, a position where a line (first line) 3 aconnecting the specified position 1 a and a fixed position(predetermined fixed position) 2 a set in the game field crosses a line(second line) 3 b connecting the specified position 1 b and a fixedposition (another fixed position) 2 b.

The game program may then set the aim in the direction A which may be adirection in which a predetermined game effect may be produced. Thedirection A may be a direction toward the position 1 c from the sidewhere the specified positions 1 a and 1 b are located and may change inresponse to movement of the specified positions 1 a and 1 b and theposition 1 c. For example, the game program may set the aim in thedirection A including a line of aim 3 d which can connect the position 1c and a position of aim 1 d corresponding to the middle point of a line(third line) 3 c extending from the fixed position 2 a to the fixedposition 2 b.

As illustrated in exemplary FIG. 2B, if the player performs a dragoperation with the thumb(s) touching the touch panel (i.e., smoothlymoves the thumb(s) on the touch panel while keeping the thumb(s) incontact with the touch panel), the game program may move the specifiedposition 1 a and/or the specified position 1 b in response to themovement. The movement of the specified position 1 a and/or thespecified position 1 b may change (coordinates of) the position 1 c andthus the direction A in which the aim is set. That is, the player canchange the direction A to a desired direction (e.g., a direction inwhich a target object of attack is located) by specifying two positions(i.e., the specified positions 1 a and 1 b) among a plurality ofpositions (i.e., the specified positions 1 a and 1 b, the fixedpositions 2 a and 2 b, and the position of aim 1 d) that can uniquelyset the direction A.

Accordingly, the game program can provide players with new operabilitythat are different from those provided by existing shooting games inwhich players change the target position of attack simply by operatingtheir object, for example.

Exemplary FIG. 1 is a block diagram illustrating an example of aconfiguration of related part of the mobile terminal 100. As illustratedin exemplary FIG. 1, the mobile terminal 100 may include a control unit10, a storage unit 30, the input unit 40, and a display unit 50.

The control unit 10 may integrally control various functions of themobile terminal 100. The control unit 10 may include a positionobtaining unit 11, a position identifying unit 12, an aim identifyingunit 13, an effect producing unit 14, an attribute associating unit 15,a display output unit 16, a characteristic determining unit 17, a figuredisplay unit 18, a bonus giving unit 19, and a display processing unit20.

The position obtaining unit (position information obtaining function) 11may obtain, from an input control unit 42 of the input unit 40, thecoordinate information 5 b (first position information) indicating thespecified position 1 a in the game field and the coordinate information5 b (second position information) indicating the specified position 1 bin the game field. The coordinate information 5 b may includeinformation that enables identification of each of the specifiedpositions 1 a and 1 b which may correspond to positions specified by atouch operation by the player. Note that a position specified by a touchoperation and the coordinate information 5 b indicating the specifiedposition 1 a or 1 b may only need to be associated with each other. Thatis, a position touched by the player on an input screen 41 of the inputunit 40 may be different from the specified position 1 a or 1 b.

The position obtaining unit (position information updating function) 11may update the coordinate information 5 b (first position informationand second position information) to move the specified positions 1 a and1 b in response to an operation input by the player. The positionobtaining unit 11 may output the coordinate information 5 b to theposition identifying unit 12, the attribute associating unit 15, and thefigure display unit 18.

The position identifying unit (position identifying function) 12 maydetermine the position 1 c, for example, such that the position 1 cmoves in response to movement of the specified position 1 b indicated bythe coordinate information 5 b on the line 3 a that passes through thespecified position 1 a indicated by the coordinate information 5 b andthe fixed position 2 a set in the game field. For example, the positionidentifying unit 12 may determine, as the position 1 c, a position wherethe line 3 a connecting the fixed position 2 a and the specifiedposition 1 a crosses the line 3 b connecting the specified position 1 band the fixed position 2 b. The position identifying unit 12 may output,to the aim identifying unit 13, coordinate information 5 c including,for example, information that enables identification of the position 1c.

The aim identifying unit (direction determining function) 13 maydetermine the direction A in which a predetermined game effect may beproduced, based on the specified positions 1 a and 1 b and the position1 c. In one exemplary embodiment, the aim identifying unit 13 may setthe aim in the direction A which is a direction toward the position 1 cfrom the side where the specified positions 1 a and 1 b are located andwhich may change in response to movement of the specified positions 1 aand 1 b and the position 1 c, as the direction in which a predeterminedgame effect is produced.

For example, the aim identifying unit 13 may set the aim in thedirection A including the line of aim 3 d that connects the position 1 cand the position of aim 1 d (which may be a position corresponding tothe middle point of the line 3 c, for example) on the line 3 c extendingfrom the fixed position 2 a to the fixed position 2 b. The aimidentifying unit 13 may output, to the effect producing unit 14,direction information 5 d that includes, for example, informationconcerning the direction A in which the aim is set.

The effect producing unit (effect producing function) 14 may produce apredetermined game effect in the direction A in which the aim may be setby the aim identifying unit 13. Suppose that the game implemented by thegame program is a shooting game for attacking objects 4 (FIG. 3)displayed in the game field. In such a case, the “predetermined gameeffect” may be an effect of attacking the object 4 located in thedirection A in which the aim is set by the aim identifying unit 13, forexample.

Exemplary FIG. 3 is a schematic diagram illustrating a state where aplayer attacks the objects 4 that come flying from the top toward thebottom of the game field one after another, by firing a bullet 7, or thelike, in the direction A. As illustrated in exemplary FIG. 3, the playercan attack the object 4 by firing the bullet 7 in the direction A alongthe line of aim 3 d. In this case, the effect producing unit 14 mayoutput bullet display information for displaying the bullet 7 anddetermine whether the bullet 7 hits the object 4. Upon determining thatthe bullet 7 hits the object 4, the effect producing unit 14 may producean effect of, for example, reducing the hit points (durability) of theobject 4. In addition, the effect producing unit 14 can produce aneffect of destroying the object 4 upon the hit points of the object 4becoming zero.

Accordingly, the game program can implement a shooting game involvingnew operability that are different from those provided by existingshooting games in which players change the target position of attacksimply by operating their devices, for example. The effect producingunit 14 may output, to the bonus giving unit 19 and the displayprocessing unit 20, effect information 5 e that includes informationconcerning the predetermined game effect.

Although exemplary FIG. 3 (and other figures) illustrates the bullet 7fired in the direction A by a dashed line, the bullet 7 can be expressedin various ways in accordance with the design and presentation of thegame, as would be understood by a person of ordinary skill in the art.For example, the effect producing unit 14 can output the bullet displayinformation for displaying the bullet 7 that looks like a missile.Examples of the method for producing an effect of damaging (attacking)the object 4 include, but are not limited to, (1) launching a shell, (2)launching a homing missile, and (3) dropping a ground bomb in additionto firing the bullet 7 in the direction A as a predetermined game effectproduced by the effect producing unit 14.

In the case of launching a shell (so-called “bomb”) in the direction A,that is, in the case of (1), the effect producing unit 14 can produce aneffect of causing the shell to explode in the direction A and to damagethe object 4 located in the vicinity of the position of explosion. Inthe case of launching a homing missile in the direction A, that is, inthe case of (2), the effect producing unit 14 can produce an effect ofcausing the homing missile to track the object 4 located within apredetermined range including the line of aim 3 d and to hit and damagethe object 4. In the case of dropping a ground bomb in the direction A,that is, in the case of (3), the effect producing unit 14 can produce aneffect of causing a ground bomb to fall in accordance with a virtualgravity that works in the game field and to damage the object 4 locatedin the vicinity of the impact position.

That is, the effect producing unit 14 can produce a predetermined gameeffect on the object 4 located in the vicinity of the line of aim 3 d(within a predetermined range including the line of aim 3 d) thatextends toward the position 1 c from the side where the specifiedpositions 1 a and 1 b are located and passes through the position 1 c.Accordingly, the game program can implement a shooting game involvingnew operability that are different from those provided by existingshooting games in which players change the target position of attacksimply by operating their devices, for example.

The attribute associating unit (attribute associating function) 15 mayassociate attribute information 6 a with each of the specified positions1 a and 1 b in response to an operation input by the player. Theattribute information 6 a may at least include information indicating ashape, a color, an image, a pattern, or the like, of a specifiedposition object 8 (described later in FIG. 4), or a combination thereof.The attribute associating unit 15 may output the attribute information 6a to the display output unit 16.

The display output unit (display output function) may output displayinformation 6 b for displaying the specified position object 8 which mayexplicitly indicate at least one of the specified positions 1 a and 1 bin accordance with the corresponding attribute information 6 aassociated by the attribute associating unit 15. Details regarding thespecified position object 8 will be described later. The display outputunit 16 may output the display information 6 b to the characteristicdetermining unit 17 and the display processing unit 20.

The characteristic determining unit (characteristic determiningfunction) 17 may determine a correlation between a predeterminedcharacteristic set for the object 4 and a characteristic identified by acombination of the attribute information 6 a associated with thespecified position 1 a and the attribute information 6 a associated withthe specified position 1 b. A process performed by the characteristicdetermining unit 17 will be described in detail later. Thecharacteristic determining unit 17 may output a determination result 6 cto the effect producing unit 14.

The figure display unit (figure display output function) 18 may outputfigure information 6 d for displaying a figure determined based on arelationship (positional relationship) among the specified positions 1 aand 1 b and the position 1 c (e.g., a triangle 9 (described later)connecting three points of the fixed positions 2 a and 2 b and theposition 1 c). The figure display unit 18 may also increase or decreasea predetermined game effect produced by the effect producing unit 14depending on, for example, the area of the figure (e.g., the triangle9). The figure display unit 18 may output the figure information 6 d tothe display processing unit 20 and area information 6 g that may includeinformation concerning the area of the figure to the effect producingunit 14.

The bonus giving unit (bonus giving function) 19 may give apredetermined bonus to a player in accordance with a result of attackingthe objects 4. In one exemplary embodiment, upon being supplied with theeffect information 5 e by the effect producing unit 14, the bonus givingunit 19 may give a predetermined bonus (e.g., a point or a character oritem usable in the game) to a player in accordance with thepredetermined game effect (the impact of the damage to the object 4)included in the effect information 5 e. The bonus giving unit 19 mayoutput, to the display processing unit 20, bonus information 6 e thatincludes information concerning the predetermined bonus.

The information (the bonus information 6 e) concerning a bonus given bythe bonus giving unit 19 may be uploaded to a server apparatus that isconnected to the mobile terminal 100 to be able to communicate with themobile terminal 100. Alternatively, the server apparatus may include thebonus giving unit 19, the mobile terminal 100 may upload the progress ofthe game to the server apparatus, and the bonus giving unit may generatethe bonus information 6 e in the server apparatus and store the bonusinformation 6 e in a predetermined storage unit. Collectively storingvarious kinds of information (e.g., the bonus information 6 e) in theserver apparatus may allow the server apparatus to present rankinginformation to players in accordance with a quantity of bonuses given tothe individual players or to honor a player who has broken the largestnumber of objects 4, for example. Accordingly, the mobile terminal 100and the server apparatus can provide a highly entertaining game.

The display processing unit 20 may generate screen information 6 f fordisplaying a game screen on the display unit 50, based on the effectinformation 5 e input from the effect producing unit 14, the displayinformation 6 b input from the display output unit 16, the figureinformation 6 d input from the figure display unit 18, and the bonusinformation 6 e input from the bonus giving unit 19. The displayprocessing unit 20 may output the screen information 6 f to the displayunit 50. In the case of implementing the game program as a webapplication as described later, the display processing unit 20 mayoutput the screen information 6 f to the display unit 50 after (1)generating the screen information 6 f based on various kinds ofinformation received from the server apparatus or (2) receiving thescreen information 6 f from the server apparatus. In this way, thedisplay processing unit 20 can display the game screen on the displayunit 50.

In addition, the display processing unit 20 can determine whether theobject 4 hits the base of the triangle (the line 3 c extending betweenthe fixed positions 2 a and 2 b) and can reduce health (hit points) setfor the player upon determining that the object 4 hits the base of thetriangle 9. In some exemplary embodiments, the display processing unit20 can make the game over (i.e. end the game) (1) if health of theplayer becomes zero or (2) if one of the objects 4 that come flying fromthe top of the game field (game screen) has reached the bottom of thegame field. Alternatively, the display processing unit 20 can make thegame over in other ways, as desired.

The input unit 40 may accept a touch operation by the player. The inputunit 40 may be a touch panel capable of detecting a touch operation, forexample. The input unit 40 may include the input screen 41 and the inputcontrol unit 42. Note that the way of giving the mobile terminal 100 aninput is not limited to a touch operation using the touch panel. Forexample, an input may be given by pressing a predetermined input key, orby other methods, as desired.

The input screen 41 may be a device (e.g., a touch screen included inthe touch panel, or the like) capable of detecting a position specifiedby a touch operation by the player. The input screen 41 may output, tothe input control unit 42, a touch signal 5 a including informationcorresponding to the specified position.

The input control unit 42 may generate the coordinate information 5 bthat includes information concerning a position on the input screen 41which enables identification of the position specified by the player,based on the touch signal 5 a input from the input screen 41. Asdescribed before, the position touched by the player on the input screen41 may be different from a position (the specified position 1 a or 1 b)in the game field specified by the position. In such a case, from theviewpoint of the player, the tip of the thumb touching the input screen41 (touch panel) may be shifted from the specified position (1 a or 1 b)displayed on the display unit 50 as a result of the touch.

The display unit 50 may be a device that displays a game screen, or thelike. In some exemplary embodiments, the display unit 50 may be a liquidcrystal display. Exemplary FIG. 1 illustrates the input unit 40 and thedisplay unit 50 separately in order to explicitly indicate functionsthereof; however, for example, in the case where the input unit 40 is atouch panel and the display unit 50 is a liquid crystal display, or thelike, the input unit 40 and the display unit 50 may be integrated in toa single device.

The storage unit 30 may be a storage device constituted by any givenrecording medium, for example, a hard disk drive, a solid state drive(SSD), a semiconductor memory, or a digital versatile disc (DVD), or thelike. The storage unit 30 may store a game program capable ofcontrolling the mobile terminal 100 and data.

Exemplary FIG. 4 is a schematic diagram illustrating an example of agame screen that displays specified position objects 8 a and 8 brespectively at the specified positions 1 a and 1 b each associated withthe attribute information 6 a. As described before, the attributeassociating unit 15 can associate the attribute information 6 a witheach of the specified positions 1 a and 1 b in response to an operationinput by a player.

For example, the attribute associating unit 15 may associate theattribute information 6 a, which can include information indicating acolor (e.g., red) and a shape (e.g., circular), or the like, of thespecified position object 8 a with the specified position 1 a and mayassociate the attribute information 6 a including information indicatinga color (e.g., yellow) and a shape (e.g., circular), or the like, of thespecified position object 8 b with the specified position 1 b. Thedisplay output unit 16 may output the display information 6 b fordisplaying the specified position objects 8 a and 8 b in a manner asillustrated in FIG. 4 in accordance with the information included in theattribute information 6 a.

The player can change the attribute information 6 a by giving an inputto the mobile terminal 100 via the input unit 40. The attributeassociating unit 15 can change the attribute information 6 a associatedwith the specified position 1 a and/or the specified position 1 b, forexample, such that the color of the specified position object 8 achanges (sequentially to red, yellow, green, and blue, for example)every time the player taps the input screen 41.

In other exemplary embodiments, the attribute associating unit 15 canchange the attribute information 6 a associated with the specifiedposition 1 a and/or the specified position 1 b, for example, such thatthe shape of the specified position object 8 a changes (sequentially toa circle, a rectangle, a rhomboid, and a hexagon, for example) everytime the player taps the input screen 41. In still other exemplaryembodiments, the attribute associating unit 15 can change the attributeinformation 6 a associated with the specified position 1 a and/or thespecified position 1 b, for example, such that the size of the specifiedposition object 8 a and/or the specified position object 8 b changes inaccordance with a period for which the player long-presses the inputscreen 41 (for example, at the position(s) where the specified positionobject 8 a and/or the specified position object 8 b are displayed). Thedisplay output unit 16 may output the display information 6 b fordisplaying the specified position objects 8 a and 8 b so that, forexample, the color, shape, size, or the like, of the specified positionobjects 8 a and 8 b changes in accordance with the informationconcerning the color, shape, size, or the like, included in theresulting attribute information 6 a.

The figure display unit 18 may output the figure information 6 d fordisplaying the triangle 9 connecting the three points of the fixedpositions 2 a and 2 b and the position 1 c (i.e., a figure determined bya relationship among the specified positions 1 a and 1 b and theposition 1 c). At this time, the figure display unit 18 can identify acharacteristic of the triangle 9 based on a combination of the attributeinformation 6 a associated with the specified position 1 a and theattribute information 6 a associated with the specified position 1 b.For example, suppose that the attribute information 6 a includinginformation indicating that the specified position object 8 a is red isassociated with the specified position 1 a, and the attributeinformation 6 a including information indicating that the specifiedposition object 8 b is yellow is associated with the specified position1 b as described above. In such a case, the figure display unit 18 mayidentify a characteristic that the triangle 9 is orange (a mixed colorof red and yellow).

In addition, the figure display unit 18 can identify a characteristic ofthe triangle 9 by combining the attribute information 6 a associatedwith the specified position 1 a and the attribute information 6 aassociated with the specified position 1 b in a ratio between the sizeof the specified position object 8 a and the size of the specifiedposition object 8 b. For example, suppose that the attribute information6 a including information indicating that the specified position object8 a is red is associated with the specified position 1 a and theattribute information 6 a including information indicating that thespecified position object 8 b is yellow is associated with the specifiedposition 1 b as described above and that a ratio between the size of thespecified position object 8 a and the size of the specified positionobject 8 b is 2:3. In such a case, the figure display unit 18 canidentify a characteristic that the triangle 9 has a mixed color(yellowish orange) obtained by mixing red and yellow in a ratio of 2:3(40%:60%).

The characteristic determining unit 17 may determine a correlationbetween a predetermined characteristic (e.g., orange) set for the object4 and a characteristic (e.g., orange) identified by a combination of theattribute information 6 a associated with the specified position 1 a andthe attribute information 6 a associated with the specified position 1b. The effect producing unit 14 may then produce a predetermined gameeffect in accordance with the determination result 6 c obtained by thecharacteristic determining unit 17. In the example described before, thecharacteristic determining unit 17 may determine that the identifiedcharacteristic and the characteristic set for the object 4 correlatewith each other because colors (orange) match. Accordingly, the effectproducing unit 14 may produce an effect of reducing the hit points(durability) of the object 4. In contrast, if the characteristicdetermining unit 17 determines that the colors do not match and thecharacteristics do not correlate with each other, the effect producingunit 14 may not produce the predetermined game effect. In other words,if the characteristics do not correlate with each other, the attack maynot be effective.

That is, in order to attack the objects 4 that come flying from the toptoward the bottom of the game screen one after another, the player maynot only set the aim in the direction A in which one of the objects 4 islocated, but may also appropriately change the attribute information 6 aassociated with the specified position 1 a and/or the specified position1 b in accordance with the characteristic of the object 4. Accordingly,the game program can implement a game with more variations.

The effect producing unit 14 can be configured not to produce thepredetermined game effect (as described above) or configured to producethe predetermined game effect by reducing the effect if thecharacteristic determining unit 17 determines that the characteristicsdo not correlate with each other. For example, if the characteristics donot correlate with each other, the effect producing unit 14 may producethe effect by halving the effect of reducing the hit points (durability)of the object 4 (that is, the damage to the object 4 is halved). In thisway, the game program can implement a game with more variations.

The player can change the predetermined game effect produced by theeffect producing unit 14 by giving an input to the mobile terminal 100via the input unit 40 and changing the attribute information 6 a. Forexample, the attribute associating unit 15 can change the method forproducing an effect of damaging (attacking) the object 4 from launchinga shell to launching a high explosive as the predetermined game effectproduced by the effect producing unit 14. In this case, the operationfor changing the attribute information 6 a and the operation forchanging the predetermined game effect may be performed as one operationor different operations.

Further, the attribute associating unit 15 can respectively associatefirst and second effects with the specified positions 1 a and 1 b andchange the first and second effects. In this case, the effect producingunit 14 can produce, as the predetermined game effect, a combinationaleffect of the first effect and the second effect. For example, if theattribute associating unit 15 associates a homing missile (first effect)with the specified position 1 a and a ground bomb (second effect) withthe specified position 1 b, the effect producing unit 14 can produce, asthe predetermined game effect, an effect of launching a “homing groundbomb capable of tracking an enemy on land” (combination of the firsteffect and the second effect).

The game implemented by the above configuration can be expressed as agame using any number of light sources. That is, the game field may beilluminated by colored light beams emitted by two light sources eachhaving a predetermined color and located at the specified positions 1 aand 1 b, and the colored light beams may spread over the game field withpart of them blocked by a shield (the line 3 c), or the like, connectingthe fixed positions 2 a and 2 b and may mix together at the position 1c. Behind the shield (on the side where the position 1 c is located),diffraction beams of the colored light beams may form the triangle 9having the base defined by the respective end points (the fixedpositions 2 a and 2 b) of the shield and the apex at the position 1 c.The player may change the shape of the triangle 9 by moving thespecified positions 1 a and 1 b and changes the mixed color of thecolored light beams by changing the colors of the two light sources.Then, the game effect may be produced in accordance with the mixedcolor. In this way, the game program can provide players with newoperability.

As described above, the figure display unit 18 can increase or decreasethe predetermined game effect produced by the effect producing unit 14in accordance with the area of the triangle 9. In an exemplaryembodiment, in the case where the effect producing unit 14 receives,from the figure display unit 18, the area information 6 g that includesinformation concerning the area of the triangle 9, the effect producingunit 14 can produce, as one of the predetermined game effects, (1) aneffect of changing a predetermined parameter (e.g., health or defenseparameter) set for the player and/or (2) an effect of changing the skillwhich the player can use. In this way, the game program may allow theplayer not only to decide upon the direction A of attack but also tofigure out a strategy using the area of the triangle 9 and, thus, canmake the game more interesting.

The player can avoid a predetermined object (e.g., an attack to thetriangle 9 by an enemy character or an obstacle approaching the triangle9) that can harm the player if the object hits the triangle 9, byincreasing or decreasing the area of the triangle 9. In this way, thegame program can allow the player to figure out a sophisticated strategyusing the area of the triangle 9 and, thus, can make the game moreinteresting.

Exemplary FIGS. 5A and 5B are schematic diagrams each illustrating anexample presentation of the game implemented by the game program.Exemplary FIG. 5A may illustrate a process in which all the objects 4are cleared from the game field and the game field is displayedbrightly, whereas exemplary FIG. 5B may illustrate a process in whichthe game field is filled with the objects 4 and is displayed darkly.

As illustrated in exemplary FIG. 5A, the game program can make the colorof the game field brighter and brighter as the number of objects 4 inthe game field decreases as a result of the player attacking anddestroying the objects 4 by firing the bullets 7 in the direction A. Inthis way, the game program can allow the player to intuitivelyunderstand the progress of the game. The game program also cancollectively remove the objects 4 displayed as black balls. In this way,the game program can allow the player to have a sense of fulfilment toget rid of the objects 4.

As illustrated in exemplary FIG. 5B, the game program can make the colorof the game field darker and darker every time the object 4 hits thebase of the triangle 9 (the line 3 c connecting the fixed positions 2 aand 2 b), that is, every time the player is damaged. In this way, thegame program can allow the player to intuitively understand the damageof the player.

In addition, the game program can make the game over if, for example,one of the objects 4 that come flying from the top of the game field(game screen) one after another has reached the bottom of the game fieldas described above. At this time, the game program can display the gamefield in the darkest color and can indicate that the game is over bydisplaying text at the center of the game screen (see exemplary FIG.5B). In this way, the game program can allow the player to recognizethat the game is over.

Exemplary FIGS. 6A and 6B are schematic diagrams each illustrating anexample of a designed-enhanced game screen. As illustrated in FIGS. 6Aand 6B, the game program can display characters (8 c to 8 f) owned bythe player on the respective sides of the triangle 9.

In some exemplary embodiments, the player may start playing the gameafter selecting a predetermined number of characters that the playerwishes to use from among characters owned by the player, for example.The game program can display the characters such that the charactersdisplayed on the respective sides of the triangle 9 among thepre-selected characters are changed every time the player taps the inputscreen 41.

Individual characters may have their own unique skills (attributes), andthe property of the bullet 7 fired in the direction A may be decidedupon in accordance with the combination of, for example, the skills andcolors of the characters. In addition, a predetermined parameter (e.g.,attack parameter) may be set for the characters, and the power of attackof the bullet 7 fired in the direction A may be decided upon by the sumof values of the predetermined parameter assigned to the characters.

That is, the game program may identify a characteristic based on acombination of the skills, colors, parameters, or the like, set forindividual characters so that a characteristic is identified based on acombination of the attribute information 6 a associated with thespecified position 1 a and the attribute information 6 a associated withthe specified position 1 b as described above. The characteristicdetermining unit 17 may determine a correlation between thecharacteristic identified based on the combination and a predeterminedcharacteristic set for the object 4. Depending on the obtaineddetermination result (the determination result 6 c), the effectproducing unit 14 can produce a predetermined game effect.

In this way, the game program can not only provide the player with newoperability but also can make the game more entertaining.

The player can proceed with the game by completing each stage of thegame. At this time, the game program can allow various enemy characters(the objects 4) to appear depending on the stage. That is, the gameprogram can display not only the simple circular objects 4 (seeexemplary FIGS. 2A to 6B) but also the objects 4 whose appearance,attribute, movement, attack method, and the like, are made different soas to reflect the world of the game which may be formed by the story,background, and presentation of the game, for example. In this way, thegame program not only can provide the player with new operability butalso can allow the player to be immersed in the game. In addition, thegame program can allow a boss character (the object 4) to appear at theend of each stage. In this way, the game program can create a climax ateach stage.

In the case where a player plays the game using characters, the gameprogram can (1) increase the power of attack or (2) enable the use of aspecial move based on a combination of characters at a predeterminedprobability. In this way, the game program can provide the player with agame with variations. In addition, the game program can strengthen abond (affinity or cooperativeness) between the characters used incombination. The game program can (1) increase a degree by which thepower of attack is increased or (2) increase the power of the specialmove, as the bond becomes stronger.

In addition, the player can borrow a character owned by another playerwho is a friend of the player's and play the game using the character.In this way, the game program can increases the number of variations ofthe combination of characters. In this case, the game program canstrengthen a bond (affinity or cooperativeness) between players who havelent and borrowed a character. As the bond becomes stronger, the powerof a cooperated play performed by players who have lent and borrowed acharacter can increase in another game in which a group (guild)constituted by a plurality of players fights against another group(another game called “guild versus guild”).

In this way, the game program not only can implement variouspresentations of the game using characters but also can promoteinteraction with other players.

Note that the game screen of the game is not limited to the game screensillustrated in exemplary FIGS. 6a and 6b . The game screen may be, forexample, (1) a simple game screen in pastel shades, (2) a simple coolgame screen in colorful tones, (3) a game screen with a pop atmosphere,or any other type of game screen, as desired.

As described with reference to exemplary FIG. 2B, for example, if theplayer performs a drag operation with the right thumb touching the touchpanel (if the player moves the specified position 1 b), the game program(the position identifying unit 12) can move the position 1 c on the line3 a in response to the drag operation. Note that an operation performedby the player to move the position 1 c on the line 3 a is not limited tothe drag operation.

Exemplary FIGS. 7A and 7B are schematic diagrams each illustratinganother example of the operation method for the game which may beimplemented by the game program. In an exemplary embodiment, FIG. 7A mayillustrate a process in which the position 1 c moves on the line 3 a inresponse to long-pressing the input screen 41 with the left thumb,whereas exemplary FIG. 7B may illustrate a process in which the position1 c moves on the line 3 b in response to long-pressing the input screen41 with the right thumb.

If the position touched with the thumb of the player on the input screen41 belongs to a left half of the input screen 41 (game field) asillustrated in exemplary FIG. 7A, the position identifying unit 12 maymove the position 1 c on the line 3 a while the touch is being detected(while the operation input by the player is successfully obtained). Ifthe position touched with the thumb of the player on the input screen 41belongs to a right half of the input screen 41 as illustrated inexemplary FIG. 7B, the position identifying unit 12 may move theposition 1 c on the line 3 b while the touch is being detected.

That is, the position identifying unit 12 can identify the position 1 cby, for example, increasing or decreasing an angle θ₁ between the line 3a and the line 3 b that passes through the specified position 1 b andthe position 1 c (FIG. 7A) or an angle θ₂ between the line 3 b and theline 3 a that passes through the specified position 1 a and the position1 c (FIG. 7B) while the touch is being detected.

FIGS. 8A and 8B are schematic diagrams each illustrating examples of theoperation method for the game implemented by the game program. In anexemplary embodiment, FIG. 8A illustrates a process in which thespecified positions 1 a and 1 b may rotate counterclockwise in responseto long-pressing the input screen 41 with the left thumb, whereas FIG.8B illustrates a process in which the specified positions 1 a and 1 bmay rotate clockwise in response to long-pressing the input screen 41with the right thumb.

As illustrated in exemplary FIG. 8A, the player may specify an angle θ₃between the line 3 c and a horizontal line L that passes through apredetermined position (e.g., the position of aim 1 d) in the gamefield, by long-pressing the input screen 41 with the left thumb. Becausethe player performs a long-press operation, if the position touched withthe thumb of the player on the input screen 41 belongs to a left half ofthe input screen 41 (on the left side of the center of the input screen41), the position obtaining unit 11 may obtain the coordinateinformation 5 b indicating the specified positions 1 a and 1 b thatrotate about (move around) the position of aim 1 d (in response to anoperation input by the player) while the touch is being detected.

As illustrated in exemplary FIG. 8B, the player may specify an angle θ₄between the line 3 c and the horizontal line L that passes through apredetermined position (e.g., the position of aim 1 d) in the gamefield, by long-pressing the input screen 41 with the right thumb.Because the player performs a long-press operation, if the positiontouched with the thumb of the player on the input screen 41 belongs to aright half of the input screen 41 (on the right side of the center ofthe input screen 41), the position obtaining unit 11 may obtain thecoordinate information 5 b indicating the specified positions 1 a and 1b that rotate about (move around) the position of aim 1 d (in responseto an operation input by the player) while the touch is being detected.

In other words, the position obtaining unit 11 may obtain the coordinateinformation 5 b (first position information) indicating the specifiedposition 1 a and the coordinate information 5 b (second positioninformation) indicating the specified position 1 b that move on thecircumference of a circle centered at a predetermined center position(e.g., the position of aim 1 d) set in the game field in response to anoperation input by a player. The position identifying unit 12 may thendetermine the position 1 c, for example, such that the position 1 cmoves, in response to the movement of the specified position 1 bindicated by the coordinate information 5 b, on the line 3 a that passesthrough the specified position 1 a indicated by the coordinateinformation 5 b and the fixed position 2 a set in the game field. Theaim identifying unit 13 may set the aim in the direction A, which is adirection toward the position 1 c from the side where the specifiedpositions 1 a and 1 b are located and which changes in response tomovement of the specified positions 1 a and 1 b and the position 1 c, asthe direction in which a predetermined game effect is produced.

The game program can obtain the specified positions 1 a and 1 b not onlyin response to a drag operation by a player but also by specifyingrotation angles (θ₁ to θ₄) that change in response to a predeterminedoperation (e.g., a long-press operation). In this way, the game programcan provide a player with new operability. Note that the operations forspecifying angles that have been described with reference to exemplaryFIGS. 7A to 8B may be, for example, a swipe operation or an operationfor tilting the mobile terminal 100 as well as a long-press operation,or the like.

Exemplary FIG. 9 is a flowchart illustrating an example of a processperformed by the mobile terminal 100. Note that each step in parenthesesin the following description indicates a corresponding step of a methodfor controlling a computer.

The position obtaining unit 11 may obtain the coordinate information 5 b(first position information) indicating the specified position 1 a inthe game field and the coordinate information 5 b (second positioninformation) indicating the specified position 1 b in the game field(step 1; hereinafter “step” is abbreviated as “S”: position informationobtaining step). The position obtaining unit 11 may then update thecoordinate information 5 b to move the specified positions 1 a and 1 bin response to an operation input by the player (S2: positioninformation updating step).

Subsequently, the position identifying unit 12 may determine theposition 1 c such that the position 1 c moves, in response to movementof the specified position 1 b indicated by the coordinate information 5b, on the line 3 a that passes through the specified position 1 aindicated by the coordinate information 5 b and the fixed position 2 aset in the game field (S3: position identifying step). The aimidentifying unit 13 may then determine the direction A in which apredetermined game effect is produced, in accordance with the specifiedpositions 1 a and 1 b and the position 1 c (S4: direction determiningstep).

The attribute associating unit 15 may associate the attributeinformation 6 a with the specified position 1 a and with the specifiedposition 1 b obtained by the position obtaining unit 11, in response tothe operation input by the player (S5). The display output unit 16 maythen output the display information 6 b for displaying the specifiedposition object 8 that may explicitly indicate at least one of thespecified positions 1 a and 1 b in accordance with the correspondingattribute information 6 a associated by the attribute associating unit15 (S6). The figure display unit 18 may then output the figureinformation 6 d for displaying a figure determined based on arelationship (positional relationship) among the specified positions 1 aand 1 b and the position 1 c (e.g., the triangle 9 connecting threepoints of the fixed positions 2 a and 2 b and the position 1 c, whichwill be described later) (S7).

The characteristic determining unit 17 may determine a correlationbetween a characteristic identified by a combination of the attributesand a predetermined characteristic set for the object 4 (S8). If it isdetermined that the characteristics are correlated with each other (YESin S8), the effect producing unit 14 may determine whether the bullet 7hits the object 4 (S9). If it is determined that the bullet 7 hits theobject 4 (YES in S9), the effect producing unit 14 may produce an effectof reducing the hit points (durability) of the object 4 (S10). Upon thehit points of the object 4 becoming zero, the effect producing unit 14can produce an effect of destroying the object 4 (S10). Lastly, thebonus giving unit 19 may give a predetermined bonus to the player inaccordance with the result of attacking the object 4 (S11).

Note that the control method may include any given processing performedby each unit of the control unit 10 in addition to the processingdescribed above with reference to exemplary FIG. 9.

Further exemplary embodiments will be described with reference toexemplary FIG. 10. Note that a configuration added to theabove-described exemplary embodiments and a configuration different fromthat of the above-described exemplary embodiments will be described.That is, the configuration described in the above described exemplaryembodiments can be included in the below described embodiments (and viceversa). In addition, the definitions of the terms described in theabove-described embodiments may also apply to the following embodiments.

Exemplary FIG. 10 is a schematic diagram illustrating a configuration ofa game system 300 including the mobile terminals 100 and a serverapparatus 200. A case will be described in which the computer mayfunction as the server apparatus 200 connected to the mobile terminals100 via a predetermined network so as to be able to communicate with themobile terminals 100 as illustrated in exemplary FIG. 10 and the gameprogram may be executed by the server apparatus 200. It is assumed thata terminal operated by a player 4 a is referred to as a mobile terminal100 a, and a terminal operated by a player 4 b is referred to as amobile terminal 100 b.

The server apparatus (computer) 200 may be an information processingapparatus capable of executing a game program including part or entiretyof the process described in the exemplary embodiments. The serverapparatus 200 may obtain the coordinate information 5 b (first positioninformation) indicating the specified position 1 a in the game field andthe coordinate information 5 b (second position information) indicatingthe specified position 1 b in the game field by receiving them from themobile terminal 100. The server apparatus 200 may then update thecoordinate information 5 b such that the specified positions 1 a and 1 bmove in response to an operation input by the player and may determine,as the position 1 c, a position where the line 3 a connecting thespecified position 1 a and the fixed position 2 a set in the game fieldcrosses the line 3 b connecting the specified position 1 b and the fixedposition 2 b.

The server apparatus 200 may then determine the direction A in which apredetermined game effect is produced, in accordance with movement ofthe specified positions 1 a and 1 b and the position 1 c. For example,the server apparatus 200 may set the aim in the direction A, which is adirection toward the position 1 c from the side where the specifiedpositions 1 a and 1 b are located and which changes in accordance withmovement of the specified positions 1 a and 1 b and the position 1 c, asthe direction in which a predetermined game effect may be produced. Theserver apparatus 200 may generate the screen information 6 f fordisplaying a result of the above-described process at a given timing andsends the screen information 6 f to the mobile terminal 100.

Based on the screen information 6 f received from the server apparatus200, the mobile terminal 100 may display the result of playing the gameon the display unit 50. In the case of displaying the play result usinga web browser, the mobile terminal 100 can accumulate the informationreceived from the server apparatus 200 in a predetermined storage space(web storage) of the web browser, for example.

As described above, the server apparatus 200 may be configured toinclude some or all of the units (for example, in the control unit 10)that have been described to be included in the mobile terminal 100 inthe exemplary embodiments and to send, to the mobile terminal 100, agame output result obtained based on an input supplied by the mobileterminal 100. In this way, the server apparatus 200 may provideadvantageous effects similar to those provided by the mobile terminal100 when the mobile terminal 100 provides the functions.

The game can be configured as a hybrid game in which each of the serverapparatus 200 and the mobile terminal 100 performs part of the processsuch that the game progress screen is displayed on the mobile terminal100 based on the data generated by the server apparatus 200 (webdisplay) and the other menu screens or the like are displayed by thenative application installed on the mobile terminal 100 (nativedisplay), for example.

Even in the case where the game program may be implemented as a nativeapplication executed by the mobile terminal 100, the mobile terminal 100can access the server apparatus 200 if necessary and download andutilize information related to the progress of the game (e.g.,information concerning the player, information concerning another playerwho is a friend of the player's, information concerning the total pointsearned by the player and items and characters given to the player,information concerning the ranking of the player, and the like).Further, the mobile terminal 100 a and the mobile terminal 100 b may beconnected to be able to perform communication (via pear-to-pearcommunication such as near-filed communication using Bluetooth(registered trademark)) and may be synchronized with each other toenable multiple players to play the game.

As described above, the game program, the mobile terminal 100, and theserver apparatus according to the exemplary embodiments can provideplayers with new operability that are different from those provided byexisting shooting games in which the players change the target positionof attack simply by operating their devices, for example.

The exemplary embodiments have described the shooting game as an exampleof the game implemented by the game program; however, the game programmay implement any other games other than the shooting game.

For example, the game program can implement a puzzle game. In the puzzlegame, a figure (e.g., the triangle 9) may be drawn in the game field inaccordance with the specified positions 1 a and 1 b that move in thegame field in response to an operation input by a player and inaccordance with the position 1 c that moves on the line 3 a in responseto the movement of the specified position 1 b, and the puzzle can besolved by using the figure. In this case, the player may cause the gameprogram to draw a figure having a shape that matches the shape of eachof the objects that approach the bottom from the top of the game fieldone after another, by giving the specified positions 1 a and 1 b to thegame program. The game program may determine whether the shape of thefigure drawn by the player matches the shape of the object. If theshapes of the figures match, the game program can determine that theplayer has cleared the puzzle and displays the next puzzle.

In this way, the game program can provide players with new operabilityin games other than the shooting game.

A control block (for example, the control unit 10) of the mobileterminal 100 or the server apparatus 200 may be implemented by a logiccircuit (hardware) formed in an integrated circuit (integrated circuit(IC) chip) or the like or by software using a central processing unit(CPU). In the latter case, the mobile terminal 100 or the serverapparatus 200 may include the CPU that executes instructions of the gameprogram which is software implementing the individual functions, aread-only memory (ROM) or storage device (referred to as a “recordingmedium”) on which the game program and various kinds of data may berecorded in a computer (or CPU) readable manner, and a random accessmemory (RAM) to which the game program may be loaded. The computer (orthe CPU) may read the game program from the recording medium and executethe game program, thereby attaining the object of the exemplaryembodiments described herein. As the recording medium, a “non-transitorytangible medium”, or “non-transitory computer readable medium” forexample, a tape, a disc, a card, a semiconductor memory, or aprogrammable logic circuit can be used. In addition, the game programmay be provided to the computer via any given transmission media capableof transmitting the game program (such as a communication network or abroadcast wave). The exemplary embodiments can be implemented as a datasignal on a carrier wave, in which the game program is embodied byelectronic transmission.

For example, the game program according to the exemplary embodiments maycause a computer (the mobile terminal 100 or the server apparatus 200)to implement the position information obtaining function, the positioninformation updating function, the position identifying function, thedirection determining function, the effect producing function, theattribute associating function, the characteristic determining function,the display output function, the figure display output function, and thebonus giving function. The position information obtaining function andposition information updating function, the position identifyingfunction, the direction determining function, the effect producingfunction, the attribute associating function, the characteristicdetermining function, the display output function, the figure displayoutput function, and the bonus giving function can be respectivelyimplemented by the position obtaining unit 11, the position identifyingunit 12, the aim identifying unit 13, the effect producing unit 14, theattribute associating unit 15, the characteristic determining unit 17,the display output unit 16, the figure display unit 18, and the bonusgiving unit 19 described above. Details of the individual units are asdescribed above.

The game program can be written in, for example, a script language suchas, but not limited to, ActionScript or JavaScript (registeredtrademark), an object-oriented programming language such as Objective-Cor Java (registered trademark), or a markup language such as HyperTextMarkup Language 5 (HTML5). The game system 300 including an informationprocessing terminal (e.g., the mobile terminal 100) which includes unitsthat implement some of functions implemented by the game program and aserver (e.g., the server apparatus 200) which includes units thatimplement the rest of the functions different from the some functions isalso within the scope of the exemplary embodiments described herein.

The present invention is not limited to the embodiments described aboveand can be variously altered within the scope defined by the appendedclaims, and embodiments obtained by suitably combining technical meansdisclosed in different embodiments are also within the technical scopeof the present invention. Further, a new technical feature can be formedby combining technical means disclosed in different embodiments.

The present invention is widely applicable to any given computers suchas smartphones, tablet terminals, mobile phones, home video gameconsoles, personal computers, server apparatuses, workstations, ormainframes.

What is claimed is:
 1. A computer implemented method for providing agame program, comprising executing on a processor the steps of:obtaining, at a position obtaining unit in a control unit of thecomputer, first position information indicating a first position in agame field and second position information indicating a second positionin the game field; updating, at the position obtaining unit in thecontrol unit of the computer or a position information updating unit ofthe control unit, the first position information and the second positioninformation to move the first position and the second position inresponse to an operation input by a player from an input control unit;determining, in a position identifying unit in the control unit of thecomputer, a third position on a first line in accordance with the secondposition, the first line being a line that passes through the firstposition and a predetermined fixed position set in the game field;determining, in an aim identifying unit in the control unit of thecomputer, a predetermined effect to be produced in the game field, andproducing a visual indication of the predetermined effect to beproduced, the visual indication comprising a visual object disposedbetween the first position, the second position, and the third position,and further determining a direction in which the predetermined gameeffect is to be produced; producing, by an effect producing unit in thecontrol unit of the computer, the predetermined game effect on an objectlocated in the determined direction, wherein the visual object is atriangle having the first position, the second position, and the thirdposition as vertices, wherein the color and shape of the triangle areeach adjustable based on adjustable attribute information associatedwith the first position and adjustable attribute information associatedwith the second position; determining, by a display processing unit,whether an attack object hits a base of the triangle; and producing, bythe effect producing unit, an effect of changing a predetermined playerparameter based on triangle area information from a figure display unit.2. The computer implemented method for providing a game programaccording to claim 1, further comprising executing on a processor thestep of: reducing, by the display processing unit, a player health upondetermining that the attack object hits the base of the triangle.
 3. Thecomputer implemented method for providing a game program according toclaim 2, further comprising executing on a processor the step of:ending, by the display processing unit, a game upon the player healthreaching zero.
 4. The computer implemented method for providing a gameprogram according to claim 1, further comprising executing on aprocessor the step of: ending, by the display processing unit, a gameupon determining that the attack object hits the base of the triangle.5. The computer implemented method for providing a game programaccording to claim 1, further comprising executing on a processor thestep of: increasing brightness of the game field upon production of apredetermined game effect on the attack object.
 6. The computerimplemented method for providing a game program according to claim 5,wherein the attribute information at least includes informationindicating a shape, a color, an image, or a pattern of the specifiedposition object or a combination thereof, and wherein the displayprocessing unit outputs display information to the display unit fordisplaying the specified position object in accordance with theinformation indicating a shape, a color, an image, or a pattern of thespecified position object or a combination thereof included in theattribute information.
 7. The computer implemented method for providinga game program according to claim 1, further comprising executing on aprocessor the step of: decreasing brightness of the game field upondetermining the attack object hits the base of the triangle.
 8. Thecomputer implemented method for providing a game program according toclaim 1, wherein each of the first position and the second positionmoves in response to a drag operation by the player.
 9. The computerimplemented method for providing a game program according to claim 8,wherein a player can avoid the attack object by adjusting at least oneof the first position and the second position.
 10. The computerimplemented method for providing a game program according to claim 1,wherein each of the first position and the second position rotates abouta predetermined position in accordance with a rotation angle specifiedby an operation input by the player.
 11. The computer implemented methodfor providing a game program according to claim 1, wherein the positionidentifying unit determines, as the third position, a position where thefirst line crosses a second line connecting the second position andanother fixed position different from the predetermined fixed position.12. The computer implemented method for providing a game programaccording to claim 11, wherein the aim identifying unit determines, asthe direction in which the predetermined game effect is produced, adirection including a line of aim connecting the third position and aposition of aim on a third line extending from the predetermined fixedposition to the other fixed position.
 13. The computer implementedmethod for providing a game program according to claim 12, wherein theposition of aim is a position corresponding to a middle point of thethird line.
 14. The computer implemented method for providing a gameprogram according to claim 1, wherein a game based on the game programis a shooting game for attacking the attack object displayed in the gamefield, and wherein the predetermined game effect is an effect ofattacking the attack object located in the direction determined by theaim identifying unit.
 15. The computer implemented method for providinga game program according to claim 14, further comprising executing on aprocessor the step of: giving, by a bonus giving unit in the controlunit of the computer, a predetermined bonus to the player in accordancewith a result of attacking the attack object.
 16. The computerimplemented method for providing a game program according to claim 1,further comprising executing on a processor the step of: associating, atan attribute associating unit in the control unit of the computer,attribute information with the first position and attribute informationwith the second position in response to the operation input by theplayer, wherein the predetermined game effect and the visual indicationare produced in accordance with a combination of the attributeinformation associated with the first position and the attributeinformation associated with the second position.
 17. The computerimplemented method for providing a game program according to claim 16,further comprising executing on a processor the step of: determining, ata characteristic determining unit in the control unit of the computer, acorrelation between a characteristic set for the attack object and acharacteristic identified by a combination of the attribute informationassociated with the first position and the attribute informationassociated with the second position, wherein the predetermined gameeffect is changed depending on a determination result obtained by thecharacteristic determining unit.
 18. The computer implemented method forproviding a game program according to claim 17, wherein producing thepredetermined game effect on the attack object located in the determineddirection changes one or more attributes of the attack object; andwherein the step of changing the predetermined game effect depending onthe determination result comprises increasing or decreasing an effect ofchanging the one or more attributes of the attack object.
 19. Thecomputer implemented method for providing a game program according toclaim 16, further comprising executing on a processor the step of:outputting display information from a display processing unit in thecontrol unit of the computer for displaying on a display unit aspecified position object that explicitly indicates at least one of thefirst position and the second position in accordance with thecorresponding attribute information associated by the attributeassociating unit.
 20. The computer implemented method for providing agame program according to claim 16, wherein the attribute informationassociated with the first position has a first predetermined game effectassociated therewith, and wherein the attribute information associatedwith the second position has a second predetermined game effectassociated therewith, and wherein the predetermined game effect ischanged based on a synthesis of the first predetermined game effectassociated with the first position and the second predetermined gameeffect associated with the second position.